Burnout Revenge (PlayStation 2, Xbox)
This game has unused code.
This game has a prototype article
This game has a prerelease article
Burnout Revenge is... well, most fans say it's a Burnout 3.5, which sort of makes sense since it's very similar to the previous game. Still, the controls are tighter, the graphics have been cranked up a notch, and it features an entirely new collection of cars. Also, it's one of the few games on the PlayStation 2 to have online multiplayer.
It was later re-released on the Xbox 360, like many EA games of 2005.
- 1 Sub-Pages
- 2 Burnout 3: Takedown Leftovers
- 3 Debug Options
- 4 Unused Graphics
- 5 Unused Sounds
- 6 Unused Videos
- 7 Early/Unused Text
- 8 Unused Features
- 9 Unused Burning Laps
- 10 Oddities
- 11 Regional Differences
- 12 Platform Differences
Burnout 3: Takedown Leftovers
Given that this game is essentially Burnout 3.5, it's no surprise that some content from that game remains leftover in this game.
Early HUD Graphics
File Name: GLOBAL.TXD\HUD
A leftover leftover! These graphics were used in the pre-E3 builds of Burnout 3.
Red Boost Flames
As in Burnout 3, Data/vdb.bin allows any playable vehicle to have their boost flame color set to either blue (default) or red. This behavior was used in Burnout 3 exclusively by the Dominator vehicles. No vehicle in this game uses red boost flames, leaving the behavior unused, though it would shortly be reworked for the 360 version to give certain vehicles, such as the 360 Revenge Racer, green boost flames instead of the default blue color.
hello world ru paranoid? BURNOUT3 burnout3-ps2-2004
These strings appear in the game's executable.
In addition, globalXX.bin, where XX varies by the game's region (US for the USA, EN for the UK etc.), is a carbon copy of the same file from Burnout 3. All strings that apply to both games e.g. save/load dialog, display configuration dialog etc. are used, with all strings that can only apply to Burnout 3, like the song list and list of Signature Takedowns from that game going unused.
European Xbox name meanings:
- EUR-M3 – En,Fr,De
- EUR-M6 – Da,Es,Fi,It,Nl,Sv
A debug quickstart menu that lets you load an event with various custom settings for you to choose from. All of the areas use their real life location names, as a leftover from much earlier in development. The 2nd line for the PS2 codes avoids a crash of an address pointer failing to be loaded in time. This may cause unforeseen problems if it's active during normal gameplay!
The PS2 codes replace the Progressive Scan menu, and the Xbox codes replace the in-game Pause menu.
|003F90D8 0C70||003F9300 0BD0||003F8F04 0D30|
A debug display that shows how much time has elapsed in the upper right corner starting from when the event began. The text used for this is drawn slightly differently on each platform.
Several visual debugging options that can be toggled. The effect of each individual option can be seen here. The option names in a smaller font written in the same cell only have effect if the code above it is active. The codes under the thicker horizontal line are specific to the Car Viewer gamemode.
|DrawPropCOM||004F0C58 00000001||004F0E58 00000001||004F0DD8 00000001||0047A2D8 00000001||004F0BD8 00000001|
|DrawIntervals||004F0C59 00000001||004F0E59 00000001||004F0DD9 00000001||0047A2D9 00000001||004F0BD9 00000001|
|DrawShockwave||004F0C67 00000001||004F0E67 00000001||004F0DE7 00000001||0047A2E7 00000001||004F0BE7 00000001|
|RenderTrafficLanes||004F1EE5 00000001||004F20E5 00000001||004F2065 00000001||0047B565 00000001||004F1E65 00000001|
|RenderTrafficVehicleDebug||004F1EE6 00000001||004F20E6 00000001||004F2066 00000001||0047B566 00000001||004F1E66 00000001|
|RenderNearMissData||004F1EE0 00000001||004F20E0 00000001||004F2060 00000001||0047B560 00000001||004F1E60 00000001|
|RenderSpatialTriggers||004F1EE1 00000001||004F20E1 00000001||004F2061 00000001||0047B561 00000001||004F1E61 00000001|
|RenderSignatureData||004F1EE7 00000001||004F20E7 00000001||004F2067 00000001||0047B567 00000001||004F1E67 00000001|
|DrawBones||004F1EB3 00000001||004F20B3 00000001||004F2033 00000001||0047B533 00000001||004F1E33 00000001|
|DrawAttachPoints||004F1EB2 00000001||004F20B2 00000001||004F2032 00000001||0047B532 00000001||004F1E32 00000001|
|DrawRegions||004F1EB5 00000001||004F20B5 00000001||004F2035 00000001||0047B535 00000001||004F1E35 00000001|
. . .
. . .
. . .
. . .
. . .
|DrawCollisionLine||004F1ECE 00000001||004F20CE 00000001||004F204E 00000001||0047B54E 00000001||004F1E4E 00000001|
|Option Name||EUR-M3||EUR-M6||USA, ASIA|
|DrawPropCOM||0042D188 01||0042D508 01||0042D108 01|
|DrawIntervals||0042D189 01||0042D509 01||0042D109 01|
|DrawShockwave||0042D197 01||0042D517 01||0042D117 01|
|RenderTrafficLanes||0042E415 01||0042E795 01||0042E395 01|
|RenderTrafficVehicleDebug||0042E416 01||0042E796 01||0042E396 01|
|RenderNearMissData||0042E410 01||0042E790 01||0042E390 01|
|RenderSpatialTriggers||0042E411 01||0042E791 01||0042E391 01|
|RenderSignatureData||0042E417 01||0042E797 01||0042E397 01|
|DrawBones||0042E3E3 01||0042E763 01||0042E363 01|
|DrawAttachPoints||0042E3E2 01||0042E762 01||0042E362 01|
|DrawRegions||0042E3E5 01||0042E765 01||0042E365 01|
. . .
. . .
. . .
|DrawCollisionLine||0042E3FE 01||0042E77E 01||0042E37E 01|
File Name: GLOBAL.TXD\check
Graphic for a checkpoint. While checkpoints are present in the game, they are invisible. This would have been used if Time Attack had returned from the previous game. They can be brought back, as seen here.
File Name: GLOBAL.TXD\crown
It's a crown. Probably intended for multiplayer.
File Name: FEMAIN.BIN\b4choiceiconnav\crashTour.tif
A Crash Tour event button. While Crash Tour was also a singleplayer event earlier in development, it was made multiplayer-only at some point, thus making this icon go unused.
File Name: FEMAIN.BIN\b4choiceiconnav\garage.tif
A button that would've taken you to the garage. Quite useless, since selecting an event would automatically take you to the garage anyway.
Rank Icon Dirt
File Name: FEMAIN.BIN\b4choiceiconnav\Rank_dirt01.tif
This icon was used as an overlay for the rank icons to give them more of a dirty look, and is used in earlier Development builds.
File Name: FEMAIN.BIN\b4maplight\roadLight.tif; lensFlare.tif
These textures were used on the world map to pinpoint where the player would be driving in. The world map got cut from the game, leaving this unused. As above, this can be seen used in earlier builds.
File Name: FEMAIN.BIN\detroit\Detroit01_L1.tif
Normally the game uses a yellow trailed dot to show the outline of a track, but there's one texture left in that shows the whole outline, along with an early design of Motor City's view from above.
This more closely resembles to how Burnout 3: Takedown would display tracks.
File Name: CAFE.BIN\stdctrl\inputText.tif
Placeholder box that says "Input Text" what more is there to say. There are more placeholders of this style found in the Demo builds.
"Crashbreaker Unlock Video"
File Name: Movies.xwb & MOVIES.RWS\33
This is a placeholder audio file for a "Crashbreaker unlock video", which is just a text-to-speech voice saying exactly that. This video would likely have played when Crashbreaker events became available. However, such a video does not exist.
One of the game's trailers can be found on the disc in two identical files named MULTI and PREVEVNT.
Something particularly noteworthy is the appearance of a few elements from Burnout 3, including Crash pickups of which all the Cash pickups and the Heartbreaker can be seen. Burnout 3's red and white ramps can also be seen. Some parts of these pickups still exist in the game, as seen here.
There are placeholder movies for completing all challenges for a track. However, in the movies the names of the tracks are of their real life locations and there are no "final build" movies of this kind.
|Filename||Track name||Unused video||Filename||Track name||Unused video|
|ALL_DT_N||Motor City||ALL_FL_N||Sunshine Keys|
|ALL_HK_N||Central Route||ALL_LA_N||Angel Valley|
|ALL_NP_N||Lone Peak||ALL_RM_N||Eternal City|
|ALL_SW_N||White Mountain||ALL_TK_N||Eastern Bay|
According to these strings, it would appear that you were originally meant to unlock cars by purchasing them instead of completing events and challenges. This can be seen from early mock-up videos when the game was called “Rush Hour”. This was also advertised in a flyer for the game in Burnout 3, mentioning that having a Burnout 3 save when starting Revenge would give you a bonus on in-game cash. This method of unlock was instead used for getting the Dominator Assassin in the PS2/Xbox versions of the game.
|D9F3052A||BUY THIS CAR FOR $%1|
|6F2B500F||YOU NEED TO BUY A %1 CAR TO ENTER THIS EVENT.|
|FCCFB1E2||YOU NEED TO BUY A CAR FROM %1 TO ENTER THIS EVENT.|
|8BC88174||YOU NEED TO BUY THE %1 TO ENTER THIS EVENT.|
These strings refer to the T-Bone Takedown, which is performed by slamming head-on into the side of an opponent to take them down. While it it's possible to do a T-Bone takedown ingame, it's only referred simply as "Takedown!".
There's an unused blank string in the press start screen with the name $Production (DE8A05EF). It's a leftover from earlier builds, and can be seen being used in the Demo build.
The executable contains the original names for all 11 ranks in the game. It can be seen in-game only when using nulled strings. They are all prefixed with FE and have no spaces, but just for readability, they've been fixed for this table below.
Some rank names such as RECKLESS and DANGEROUS still remain in the final game, but were repurposed for a different rank.
"Why Smart People Defend Bad Ideas"
FEMAIN.BIN\news contains the first three paragraphs of Why Smart People Defend Bad Ideas, an essay written by Scott Berkun.
We all know someone that’s intelligent, but who occasionally defends obviously bad ideas. Why does this happen? How can smart people take up positions that defy any reasonable logic? Having spent many years working with smart people I’ve catalogued many of the ways this happens, and I have advice on what to do about it. I feel qualified to write this essay as I’m a recovering smart person myself and I’ve defended several very bad ideas. So if nothing else this essay serves as a kind of personal therapy session. However, I fully suspect you’ll get more than just entertainment value (“Look, Scott is stupider than we thought!”) out of what I have to say on this topic.Success at defending bad ideasThe monty python argument sketchI’m not proud to admit that I have a degree in Logic and Computation from Carnegie Mellon University. Majoring in logic is not the kind of thing that makes people want to talk to you at parties, or read your essays. But one thing I did learn after years of studying advanced logic theory is that proficiency in argument can easily be used to overpower others, even when you are dead wrong. If you learn a few tricks of logic and debate, you can refute the obvious, and defend the ridiculous. If the people you’re arguing with aren’t as comfortable in the tactics of argument, or aren’t as arrogant as you are, they may even give in and agree with you. The problem with smart people is that they like to be right and sometimes will defend ideas to the death rather than admit they’re wrong. This is bad. Worse, if they got away with it when they were young (say, because they were smarter than their parents, their friends, and their parent’s friends) they’ve probably built an ego around being right, and will therefore defend their perfect record of invented righteousness to the death. Smart people often fall into the trap of preferring to be right even if it’s based in delusion, or results in them, or their loved ones, becoming miserable. (Somewhere in your town there is a row of graves at the cemetery, called smartypants lane, filled with people who were buried at poorly attended funerals, whose headstones say “Well, at least I was right.”)
Add codes for these.
The function to draw these checkpoints still exist, albeit somewhat broken. And they're normally drawn without any texture, making them appear as white squares by default, however this is an easy fix. They only appear right before starting the first lap.
These also have a function to be drawn, and as with the checkpoints above, these normally have no texture assigned to them. They can be given any texture stored in GLOBAL.TXD, however it doesn't have any actual crash pickup textures leftover. There's also another function to draw yellow sparks that would normally be shown when picked up, however these seem to only be visible when the game is paused.
Unused Burning Laps
Using debug options, set the Game Mode to Burning Lap. Setting to specify a Burning Lap where no location exists, a target time is set for each.
|Motor City - Short Forwards||Gold: 1:05.00 / Silver: 1:15.00 / Bronze: 1:30.00|
|Motor City - Long Forwards||Gold: 1:35.00 / Silver: 1:50.00 / Bronze: 2:05.00|
|Eternal City - Short Reverse||Gold: 1:20.00 / Silver: 1:35.00 / Bronze: 1:50.00|
|Central Route - Short Reverse||Gold: 0:58.00 / Silver: 1:08.00 / Bronze: 1:18.00|
|Eastern Bay - Long Reverse||Gold: 2:15.00 / Silver: 2:30.00 / Bronze: 2:45.00|
|Eastern Bay - Lower Link Reverse||Gold: 1:22.00 / Silver: 1:35.00 / Bronze: 1:50.00|
Blank EA Trax Album
Normally blank strings would have a single space in them to avoid them displaying "NO STRING" or "NO CHARS" in-game. The String with the ID A23F2339 which is used for the 1st EA Trax album was accidentally left fully blank in the PlayStation 2's German localisation. This is not present in any other localisation, nor on the Xbox version.
The Online option was removed from the Japanese release of Burnout Revenge. This also means 8 of the loading screen strings that start with Burnout Revenge Online don't even show up in-game, as well as one other loading screen text mentioning the use of Madden NFL 06 (String ID F1975D46) for a bonus car, were replaced to simply say バーンアウト リベンジ, which is Burnout Revenge written in Katakana. Oddly, only the replaced Madden one will actually display in-game, and none of the replaced Online strings will show up.
Car Select Menu
The line that shows the strength of a car's Crashbreaker is different between the North American and European releases. The word "Colour" has also been re-spelled as "Color" for the American release.
Crash Junctions are named Crash Intersections in the North American release.
Despite being pretty much the same game all around, there are a few very minor differences still spotted between the PlayStation 2 and Xbox versions.
The initial loading bar is white in the PlayStation 2 release and pink in the Xbox release. The people at Criterion must've had a field day with the loading bar color, because in the pre-release Demo builds they had at least three other colors used for the loading bar.
Car Select Menu
The Xbox version only lists one car at a time in the Car Select menu, unlike PlayStation 2, where you can see the name of one car in each direction of the list. Another thing to note is that the Xbox version doesn't have button text in all capital letters.
White Mountain Clouds
The clouds that are located in White Mountain have a way higher level of intensity on Xbox. This was likely an oversight, since in the later Xbox 360 release, the cloud intensity was reduced back to the amount that's used on PlayStation 2.
The Burnout series
|GameCube||Burnout • 2: Point of Impact (Prototypes)|
|PlayStation 2||Burnout • 2: Point of Impact (Prototypes) • 3: Takedown (Prototypes) • Revenge (Prototypes) • Dominator (Prototype)|
|Xbox||Burnout • 2: Point of Impact (Prototypes) • 3: Takedown (Prototypes) • Revenge (Prototypes)|
|PlayStation Portable||Legends (Prototypes) • Dominator|
|Xbox 360||Revenge • Paradise|
|Windows||Paradise • Paradise: Remastered|
|PlayStation 4, Xbox One, Nintendo Switch||Paradise: Remastered|